mutants & masterminds - church and state combat book
TRANSCRIPT
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Combat Booklet
Welcome to the Combat Book, a booklet length addition to
Church and State designed to make running the pulse-pounding
combats of the adventure easier on the GM. Here you will find
combat sheets for the major players and their minions, as well
as maps for all the likely combat scenes in Church and State .
The Combat Sheets are quick sheets for the GM’s use,
gathering and summarizing the combat information for a char-
acter into an easy to read and use format. Each character is
given several different attacks, representing a range of dif-
ferent combat options that they most commonly use, given
descriptive names as well as precalculated attack, damage, and
defense totals. A few of these attacks are noted as being
extra effort, meaning that they’re something of a signature
move that the character will only pull out in the most extreme
of circumstances. Then the characters saves, protection, and
movement are listed. In cases where sprint speed is over
10000 it is rounded off to the nearest thousand, and whenover a million to the nearest ten-thousand. Skills, Feats, and
Powers that are applicable to combat/conflict are listed – this
is not a full skill/feat list for the character, only those likely
to be important in a combat situation. Any Feat or Power that
is listed in Red Underline is a situational variable that has not
been used in the calculation of the characters attack values –
and so it’s in red to make it easy for the GM to remember it is
there in the fitting circumstance. Major NPCs then have a
damage/condition track used to keep track of how much dam-
age or special effects they have taken. Minions have a “total
number” and “number down” box to keep track of how many
minions there are, and how many are out of the fight.
All of the Maps are oriented with north at the top of thepage, and all grids are 1 square to 5(ish) feet, unless noted
otherwise. A general key is found below.
Key
= chair = end table
= rolling chair = plant
= overstuffed chair = desk
= couch = filing cabinet/storage
= water cooler = door
= phone
= computer
= bookshelf = window
= table = interior wall
= carpet / rug = exterior wall
= toilet = partition / cubicle
= maintenance gear
= server/mainframe
= copy machine
= electrical equipment
= floor lamp
= bench
= sink = stair
= pool chair
= towel rack
= shower
= mirror
= bed
= washer/dryer
= files / papers = folding partition
= box / packing crate
= television / monitor
= oven / range
= gym equipment
= cabinet
= mixing board
= drums
= medical / high tech
= curtain
= pillar / support
= lock
NEWS! = Newsstand
= refrigerator = holy water
= altar
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Saves
Damage: +2 Fortitude: +2 Reflex: +3 Will: -1
Protection +6 (12) Protection or +12 absorption vs fire
ombat Sets
Initiative +3 * All italics are when at full boost
Fire Burst Rapid Burst Right Cross Pyro Psycho
Attack +11 +9/+9 +7 +5/+5
Damage 12L 12L 10s (16s) + 12L 16L
Defense 19/16 19/16 19 / 16 19/16
Description A single fire blast Paired fire blasts A power-punch with energyfield damage
A series of high-intensity flame-blasts
Movement
Run Single 30 Double 60 Sprint 120
Jump Single 30 (60) Super Leap 1920 (250000)
Skills and Feats
Bluff +6, Demolitions +10, Intimidate +10. Heroic Surge, Infamy, Leadership, Point Blank Shot, Power Attack, Rapid Shot.
Powers
Equipment: Arson Suit (Energy Control: Fire) +12 [Extras: Energy Absorption (Boost Super Strength), Energy Field; Feats: Immunity to Fire
and Suffocation, Radio Broadcast and Hearing; Flaws: Device; Source: Super Science], (Super-Strength) +6 [Extras: Protection, Leaping[Extra: Super Leap]; Flaws: Device; Source: Super Science.]
Damage Track
Stunned Disabled
Unconscious Dying
Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
Saves
Damage: +17 Fortitude: +15 Reflex: +2 Will: -1
ombat Sets
Thump Dumpster Toss Assault and BatteryAttack +11 +8 +6
Damage +15L +15L +20L
Defense 17/15 17/15 17/15
Initiative +2
Pavement PoundStr vs Str/Dex check
Trip (15L vs inanimate)
17/15
Box Yer Ears+11
+15s area
17/15
Description A punch to the gut Thrown large object Shockwave ThunderclapA giant sledgehammer
punch—haymaker
Movement
Run Single 30 Double 60 Sprint 120
Skills and Feats
Intimidate +8; Power Attack, Startle.
Powers
Chemical Pump (Super Strength) +10 [Extras: Amazing Save (Dmg & Fort); Shockwave, Thunderclap; Stunts: Lethal Damage; Source: Chemical
Pumps, Super Science.]
Equipment: Micro-ear radio: Radio Listen & Transmit.
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
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Saves
Damage: +4 Fortitude: +4 Reflex: +8 Will: +5
ombat Sets
Initiative +5 Base Range = 275
Mr. Knifey Pinpoint Shot 3 Bounce Ricochet Ultimate Sniper
Attack +12 +22 +16 +17
Damage +3L +11L, penetrating +11L, penetrating +16L, penetrating
Defense 17 / 12 12 12 12
Description Knife to the kidney Accurate shot Trick shot to confuse the di-rection of the bullet
A shot to the vitals
Movement
Run Single 30 Double 60 Sprint 120
Skills and Feats
Climb +5, Hide +18, Move Silently +18, Spot +12; Accurate Attack, All-Out Attack, Far Shot, Improved Critical: Rifle, Point Blank Shot, Power
Attack, Precise Shot, Ricochet Attack
Powers
Luck of the Devil (Amazing Save (All)) +3 [Source: Training.]
Equipment: Rail Rifle (Weapon) +11 [Stunts: Increased Range (double), Penetrating; Source: Equipment.];
Micro-ear radio : Radio Listen & Transmit.
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
Saves
Damage: +1 Fortitude: +1 Reflex: +5 Will: +2
ombat Sets
Initiative +9
Oops, is that my pen in your eye? Making a point The Odds are 10 million to 1Attack +10 +6 +10
Damage 6L +3L 6L (-12 to Damage save)
Defense 21/16 21/16 21/16
DescriptionThrown mastery attack, small ob-
jects in painful placesKnife attack
Thrown mastery attack, small objects in
painful places with Luck Power
Movement
Run Single 30 Double 60 Sprint 120
Skills and Feats
Bluff +5, Knowledge (Super-heroes) +11; Assessment, Throwing Mastery.
Powers
Card Count the Universe (Luck) +12 [Extras: Jinx, Fortune, Subtle; Source: Training.]
Things Your Feeble Mind Cannot Comprehend (Super-Intelligence) +5 [Source: Mutation.]
Equipment: Micro-ear radio: Radio Listen & Transmit.
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
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Saves
Damage: +0 Fortitude: +0 Reflex: +12 Will: +0
Evasion — may use Reflex save as Damage save vs non-area attacks
ombat Sets
Initiative +5
Aww, did I break it? Shock Glove Punch Disorient Blink & Punch
Attack +15 (opposed roll) +11 +11 +11
Damage Taunt +11 stun attack +11 nausea (vs Fort) +11 stun attack
Defense 12 / 11 23/18 23/18 34/18
Description TauntPunch with the gloves —
ghost touch &/or Fusillade
Grab and teleport until you
puke
Dodging teleport and attack
combination, 5’ move only
Movement
Run Single 30 Double 60 Sprint 120
Teleport Single 55 Double 110 Sprint 112640
Skills and Feats
Bluff +10, Taunt +15; Attack Finesse, Dodge, Evasion, Expertise, Improved Disarm, Instant Stand.
Powers
Here, There, and Everywhere (Teleportation) +11 [Extras: Blink, Disorient, Extended; Stunts: Fusillade, Turnabout; Source: Mutation]
Fast as Fast Can Be (Amazing Save (Ref)) +5 [Source: Training.]
Equipment: Shock Gloves (Stun Weapon) +11 [Extras: Ghost Touch; Flaws; Device, Range; Source: Equipment.]
Micro-ear radio: Radio Listen & Transmit.
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
Saves
Damage: +0 Fortitude: +0 Reflex: +11 Will: +3
Evasion — may use Reflex save as Damage save vs non-area attacks
ombat Sets
Initiative +4
Panic Attack Fatigue Screech
Attack +10 (vs Will Save) +6
Damage Panic (area) +10 Fatigue (vs Fort)
Defense 20/16 20/16
Description Area effect mind control to create panic Fatigue power blast, sounds like a little girl shrieking
Movement
Run Single 30 Double 60 Sprint 120
Skills and Feats
Intimidate +13, Sense Motive +11; Dodge, Evasion.
Powers
Voice of Terror (Mind Control) +10 [Extras: Area, Contagious, Duration, Selective, Subtle; Stunts: Works regardless of language; Flaws: Emo-
tions Only, Fear Only; Source: Training/Super-Science.]
Draining Voice (Fatigue) +10 [Source: Training/Super-Science.]
Squirrelly Reflexes (Amazing Save (Ref)) +5 [Source: Training.]
Equipment: Micro-ear radio: Radio Listen & Transmit
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
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Skills, Feats Powers
Sacred Magic (Sorcery) +6 (Element Control, Force Field, Telepathy or Comprehend, Mental Blast, Healing, Teleporta-
tion; Flaws: Excluded Group, Rote; Source: Mystic.]
Concentration +8, Sense Motive +8, Spot +7, Detect Evil, Indomitable Will, Leadership, Point Blank Shot, True Sight.
Combat Sets
Initiative: +1
Purge the Wicked Mind
Attack +7 (vs Wisdom Defense)
Damage +6S (mental blast)
Defense 13 / 12
Spirits of the Airy Surge
+4
+6 Trip
13 / 12
Description A blast that brings the pain of sin A tripping blast of air
Saves
Damage: +0 Fort: +0
Ref: +1 Will: +5
Movement
Run: 30 / 60 / 120
Force Field: +6
Total
Number
Taken Down
Saves
Damage: +2 Fortitude: +2 (+10) Reflex: +3 (+11) Will: +5 (+13)
Protection +15 force field +5 mental protection
Combat Sets
Holy Fire Sword of God The Wrath of God
Attack +9 +8 +5
Damage +15S +7L (+15L) +20S (area)
Defense 21 (27) / 18 21 (27) / 18 21 (27) / 18
Initiative +3 (+11)* * All italics are when at full boost
Rain of Fire
+9
+16S
21 (27) / 18
Destruction of Mammon
+9
+15 transmutation
21 (27) / 18
Description A blast of holy fireA wicked slice from
the holy sword
A coruscation of flame,
used from the airTurns an item into salt
A massive burst of flamefrom the air — extra ef-
fort
Movement
Run Single 30 Double 60 Sprint 120
Fly Single 75 Double 150 Sprint 10 million
Skills and Feats
Intimidate + 10 (18) , Sense Motive +9 (+17) , Aerial Combat, Indomitable Will, Inspire, Leadership, Power Attack, Startle
Powers
Might of God (Cosmic Power) +15 [Immunities: Aging, Cold, Critical Hits, Darkness, Disease, Electricity, Exhaustion, Heat, Nausea, Poison, Ra-
diation, Sonics, Starvation, Suffocation; Extras: Boost All Attributes +8, Mental Protection +5; Stunts: Dimensional Travel (Extra: Portal;
Flaw: One Dimension Only), Healing (Extra: Resurrection; Flaw: Others Only), Super-Flight; Flaws: Ineffective, Obvious]
Equipment: Flaming Swords (Weapon) +5
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
Combat Sets
Initiative: +3 * = Group Attack, -1 to hit for every Mikhaelite under 5 participating
Marksman Army of Zion*
Attack +9 +9/+9
Damage +8L +10L
Defense 13 13
Sword of the Lord
+6
+5L
16 / 13
Combined Fire*
+11
+7L
16 / 13
Description Sword swipe Single shot Group Fire All out attack
Skills Feats
Bluff +5, Drive +4, Intimidate +5, Sense Motive +4, Spot +5. All-Out Attack, Detect Evil, Dodge, Heroic Surge, Indomita-
ble Will, Point Blank Shot, Power Attack, Rapid Shot, Startle.
Total
Number
Taken Down
Saves
Damage: +4 Fort: +2
Ref: +2 Will: +3
Movement
Run: 30 / 60 / 120
Armor: +4
Keeper of the Keys
Order of Mikhael
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Skills, Feats Powers
Bluff +3, Hide +4, Intimidate +6, Listen +4, Move Silently +4, Sense Motive +4, Spot +4. Detect Evil, Dodge, Indomitable
Will, Point Blank Shot, Power Attack.
Combat Sets
Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating
Single Shot
Attack +5
Damage +7L
Defense 15 / 12
Sworn till Death*
+7
+9L
15 / 12
Description Single rifle shot Full out group fire
Group Fire*
+9
+7L
15 / 12
Group rifle fire
Saves
Damage: +3 Fort: +1
Ref: +2 Will: +4
Movement
Run: 30 / 60 / 120
Armor: +4
Total
Number
Taken Down
The Sworn
Skills, Feats Powers
Listen +3, Knowledge (Religion) +2, Profession (Soldier) +4, Search +4, Spot +4. Indomitable Will, Point Blank Shot, Power
Attack.
Combat Sets
Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating
Pop Gun
Attack +4Damage +7L
Defense 12 / 11
Stripling Warriors*
+6+9L
12 / 11
Description Single rifle shot Group power attack
Massed Fire*
+8+7L
12 / 11
Group rifle fire
Saves
Damage: +4 Fort: +2
Ref: +1 Will: +3
Movement
Run: 30 / 60 / 120
Armor: +4
Total
Number
Taken Down
Skills, Feats Powers
Bluff +3, Intimidate +3, Sense Motive +3, Taunt +3.
Combat Sets
Initiative: +1
Bang Bang Kiss My Cross
Attack +3 +3 (opposed roll)
Damage +3L Target is at –4 to all rolls for 1 turn
Defense 12 / 11 12 / 11
Description Pistol shot Taunt
Saves
Damage: +1 Fort: +1
Ref: +1 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Former Pimp
Skills, Feats Powers
Bluff +3, Search +2.
Combat Sets
Initiative: +0
Stun Gun Momma I’m DYYYYYING!!
Attack +0 +3 (opposed roll)
Damage +4 Stun Attack Bluff target into believing something
Defense 11 11
Description Taser attack Bluff
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Reformed Prostitute
Righteous Military Man
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Skills, Feats Powers
Sense Motive +3. Take the Fall (can can take a hit for Mikhael if within 5 feet of him).
Combat Sets
Initiative: +0
Bad Man! Human Shield
Attack +0 -
Damage +0S -
Defense 10 10
Description Angry but ineffective punch attack Standing in the way
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +1
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Congregationalist
Skills, Feats Powers
Sense Motive +9. Indomitable Will.
Combat Sets
Initiative: +0
Human Shield
Attack +8 Diplomacy
Damage none
Defense 10
Description Standing in the way and pleading humanitarian mercy
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +3
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Priest
Skills, Feats Powers
Intimidate +8, Sense Motive +8, Spot +5. Detect Evil, Indomitable Will.
Combat Sets
Initiative: +0
Dare you strike a priest!?
Attack +8 (vs DC 10 + Wisdom bonus + fear/Will save bonuses)
Damage Intimidation
Defense 11
Description Intimidate
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +5
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Jesuit Confessor
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Skills, Feats Powers
Bluff +13 (18*) , Intimidate +13 (18*) , Sense Motive +7, Taunt +13 (18*) ; Leadership, Startle; Instant Demographics Boost
(Boost Charisma ) +5 [Extra: Affects Others, Flaws: Cannot Affect Self]; Definition of Cool (Super-Charisma ) +1 [Extra:
Intimidating Presence] *while boosted
Combat Sets
Initiative: +0
Taunt
Attack +13 (18 *) (opposed roll)
Damage -4 to all actions for 1 turn
Defense 12
Peer Pressure
na
Will save vs 11(16*)
12
Description “Did your mom lose a bet with God?” Intimidating Presence attack
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +2
Movement
Run: 30 / 60 / 120
Armor: +4
Total
Number
Taken Down
Face Squad
Saves
Damage: +3 Fortitude: +3 Reflex: +4 Will: +5
Protection +13 force field, impenetrable
Combat Sets
Beat Bass Explosion Heavy Metal Thunder
Attack +10 +5 +5/+5/+5
Damage +13s (area) +18s (area) +14s (area, sustained)
Defense 19 / 15 19 / 15 19 / 15
Initiative: +4
Drum Roll
+8/+8
+13s (area)
19 / 15
Rage Against Machines
+10
+13 disintegrate
19 / 15
Description A single blastA ground-shaking
power attack
A rapid series of strikes,
rattling like a drum roll
A sonic disintegration at-
tack
A continuous barrage of
sound — Extra Effort
Movement
Run Single 30 Double 60 Sprint 120
Skills and Feats
Bluff +10, Intimidate +10, Listen +17, Sense Motive +6, Taunt +10; Inspire, Leadership, Detect (Targeting Sense: Hearing), Immunity (Own
Powers), Ultra-Hearing
Powers
Ghetto-Blaster (Energy Control: Sound) +13 [Extras: Area, Energy Blast, Force Field [Extras: Affects Others, Impeneterable], Multi-Fire,Selective, Super-Senses [Extra: Telescopic; Flaw: Hearing Only]; Power Stunts: Create Sound Bubble, Disintegrate, Multi Shot, Point Blank
Shot, Power Attack, Precise Shot, Rapid Shot]; Revolutionary Fervor (Amazing Save (Will & Fort)) +2.
Damage Track
Stunned Disabled Unconscious Dying Dead
Blinded Dazed Deafened Entangled Exhausted Fatigued Nauseated Paralyzed Prone
Combat Sets
Initiative: +3 * = Group Attack, -1 to hit for every agent under 5 participating
Combined Fire* Tank Buster*
Attack +7/+7 +9
Damage +7L +13L
Defense 15 / 12 12
Sniper
+7
+5L
15 / 12
Full Out*
+7/+7/+7
+8L
12
Description Single shot rifle Rapid-fire attack Reckless attack RPG attack
Skills Feats
Climb +5, Jump +5, Hide +8, Move Silently +8, Swim +5; All-Out Attack, Point Blank Shot, Power Attack, Rapid Shot, Sneak
Attack
Total
Number
Taken Down
Saves
Damage: +2 Fort: +2
Ref: +3 Will: +3
Movement
Run: 30 / 60 / 120
Armor: +5
Radical Agent
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Skills, Feats Powers
Drive +8, Intimidate +3, Listen +6, Medicine +4, Search +5, Spot +12; Take the Fall (can take a hit for Rock if within 5
feet of him).
Combat Sets
Initiative: +6 * = Group Attack, -1 to hit for every agent under 5 participating
Back Up Thump
Attack +3
Damage +3s
Defense 14/12
Group Barrage*
+9
+5L
14/12
Description Club Group Pistol Attack
Careful Shot
+5
+5L
14/12
Pistol
Saves
Damage: +2 Fort: +2
Ref: +2 Will: +3
Movement
Run: 30 / 60 / 120
Armor: +4
Total
Number
Taken Down
Elite Bodyguard
Skills, Feats Powers
Bluff +4, Intimidate +4, Taunt +4.
Combat Sets
Initiative: +1
Switchblade
Attack +2
Damage +3L
Defense 12 / 11
Trash Talk
+4 (opposed roll)
Target is flat-footed
12 / 11
Description Knife attack Taunt
Cap that Ass
+3
+3L
12 / 11
Pistol
Saves
Damage: +1 Fort: +1
Ref: +1 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Banger
Skills, Feats Powers
Intimidate +4, Spot +4
Combat Sets
Initiative: +1
Louisville Slugger Brick Toss
Attack +3 +2
Damage +4s +4s
Defense 12/11 12/11
Description Baseball bat Traditional riot style
Saves
Damage: +1 Fort: +1
Ref: +0 Will: +3
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Union Picketer
Skills, Feats Powers
Taunt +4; Take the Fall (can take a hit for Rock if within 5 feet of him).
Combat Sets
Initiative: +0
Flailing Dork Attack Flaming Idiot Rage Provocation
Attack +0 +4 (opposed roll)
Damage +0s Target is at –4 to all rolls for 1 turn
Defense 10 10
Description Punch Taunt
Saves
Damage: +0 Fort: +0
Ref: +0 Will: -1
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Biggest Fan
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Skills, Feats Powers
Bluff +7, Sense Motive +7, Taunt +8.
Combat Sets
Initiative: +0
Jab Cease and Desist or I will sue!
Attack +0 +8 (opposed roll)
Damage +0s Target takes the proposed action
Defense 10 10
Description Punch Taunt
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +1
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Lawyer
Skills, Feats Powers
Bluff +1, Spot +1, Taunt +1.
Combat Sets
Initiative: +0
Wrench Clobber Bite me, spandex boy!
Attack +0 +1 (opposed roll)
Damage +3S or +2L Target at –4 to all rolls for 1 turn
Defense 10 10
Description Attack with a heavy tool Taunt
Saves
Damage: +1 Fort: +1
Ref: +0 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Union Worker
Skills, Feats Powers
Bluff +5, Intimidate +6, Sense Motive +8.
Combat Sets
Initiative: +0
Wrench Clobber The Big Lie
Attack +0 +5 (opposed roll)
Damage +3S or +2L Fools target
Defense 11 11
Description Attack with a heavy tool Bluff
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +3
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Union Rep
Skills, Feats Powers
Bluff +2, Taunt +3.
Combat Sets
Initiative: +0
Guitar Smack Your girlfriend is good in bed
Attack +0 +3 (opposed roll)
Damage +2s Target at –4 to all rolls for 1 turn
Defense 10 11
Description Attack with an instrument Taunt
Saves
Damage: +0 Fort: +0
Ref: +0 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Musician
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Skills, Feats Powers
Listen +4, Profession (SWAT) +4, Search +3, Spot +4. Iron Will, Point Blank Shot, Power Attack. Riot Shield (Deflection)
+4
Combat Sets
Initiative: +1 * = Group Attack, -1 to hit for every Sworn under 5 participating
Single Shot
Attack +4
Damage +5L / +7S
Defense 13 / 11
Tank Buster*
+7
+12L
15 / 12
DescriptionSingle rifle shot /
rubber bulletsGroup RPG attack
Group Fire*
+7
+6L
13 / 11
Group rifle fire
Saves
Damage: +3 Fort: +1
Ref: +1 Will: +2
Movement
Run: 30 / 60 / 120
Armor: +4
Total
Number
Taken Down
SWAT
Skills, Feats Powers
Bluff +3, Intimidate +3, Sense Motive +3, Taunt +3. Riot Shield (Deflection) +4
Combat Sets
Initiative: +1
Necessary Force Freeze!
Attack +3 +2 (vs. 10 + Will Save)
Damage +3L / +5S Target stops
Defense 12 / 11 12 / 11
DescriptionPistol shot /
rubber bulletIntimidate
Saves
Damage: +0 Fort: +0
Ref: +1 Will: +0
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Beat Cop
Skills, Feats Powers
Bluff +4, Intimidation +3, Search +5, Spot +5. Assessment.
Combat Sets
Initiative: +1
Necessary Force
Attack +3
Damage +3L /+5S
Defense 12 / 11
Freeze!
+3 (vs. 10 + Will save)
Target stops
12 / 11
DescriptionPistol / rubber
bulletsIntimidate
I’m with you!
+4 (opposed roll)
Target is flat footed
12 / 11
Bluff
Saves
Damage: +0 Fort: +0
Ref: +1 Will: +1
Movement
Run: 30 / 60 / 120
Armor: NA
Total
Number
Taken Down
Under Cover Agent
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N E W S
N E W S
N
S u b w a y S t a t i o n ,
L o w e s t f l o
o r
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O v e r h a n d f r o m s e
c o n d f l o
o r — 1 5
f t u p
The Speakeasy, 1st floor
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Down to first level — 15’
The Speakeasy, 2nd floor
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Judge
Witness
C o u
r t
R e p o r t e r
Clerk
Flags
Statue
of Justice
Jury
Prosecution Defense / Defendants
Gallery
Judge
Door
Defen
Door
Jury’s
Door
Window Window
To Main Courthouse
Courtroom Map
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450’
650’
4 0 ’ 425’
195’
3 7 5 ’
44th Street
550’
3 0 0 ’
5 3 5 ’
3 5 ’
50’
505’
195’
45th Street
345’
505525’
315’185’
515’
46th Street
170’
550’
375’ 350’
50’
35’
365’
505’ 115’
47th Street
48th Street
625’
145’
280’
55’
35’
270’
7 t h
A v e n u e
B r o a d s t r e e t
= 10 feet
120’
6 0 0 ’
Central Square
N
N
N
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The Cathedral — The Chapel
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The Cathedral — West Wing
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The Cathedral — East Wing
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E l e v a t o r
T h e
S t u d i o , r o o f
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E l e v a t o r
StorageLaundry
T h e
S t u d i o , R o c k s P a d
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E l e v a t o r
T h e
S t u d i o , L i v i n g
a n d
S e c u r i t
y
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E l e v a t o r
T h e
S t u d i o , s t u d i o
l e v e l
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E l e v a t o r
T h e S
t u d i o , p u b l i c
r o o m a n d
c l i n i c
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E l e v a t o r
T h e
S t u d i o , p a r k i n g
a n d
s t o r a g
e
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E l e v a t o r
T h e
S t u d i o , w o r k s h o p
a n d
d o c
k
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Fountain
E l e v a t o r
E l e v a t o r
E l e v a t o r
Withem
E l e v a t o r
66 Stories Down
Fountain66 Stories Down
Withem’s Office
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Appendix
OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Con-
tent; (b)"Derivative Material" means copyrighted materialincluding derivative works and translations (including intoother computer languages), potation, modification, correction,addition, extension, upgrade, improvement, compilation,abridgment or other form in which an existing work may berecast, transformed or adapted; (c) "Distribute" means toreproduce, license, rent, lease, sell, broadcast, publicly display,transmit or otherwise distribute; (d)"Open Game Content"means the game mechanic and includes the methods, proce-dures, processes and routines to the extent such content doesnot embody the Product Identity and is an enhancement overthe prior art and any additional content clearly identified asOpen Game Content by the Contributor, and means any workcovered by this License, including translations and derivativeworks under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and productline names, logos and identifying marks including trade dress;artifacts; creatures characters; stories, storylines, plots,thematic elements, dialogue, incidents, language, artwork, sym-bols, designs, depictions, likenesses, formats, poses, concepts,themes and graphic, photographic and other visual or audiorepresentations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenesses andspecial abilities; places, locations, environments, creatures,equipment, magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trademark or regis-tered trademark clearly identified as Product identity by theowner of the Product Identity, and which specifically excludesthe Open Game Content; (f) "Trademark" means the logos,names, mark, sign, motto, designs that are used by a Contribu-tor to identify itself or its products or the associated prod-
ucts contributed to the Open Game License by the Contributor(g) "Use", "Used" or "Using" means to use, Distribute, copy,edit, format, modify, translate and otherwise create Deriva-tive Material of Open Game Content. (h) "You" or "Your" meansthe licensee in terms of this agreement.
2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from thisLicense except as described by the License itself. No otherterms or conditions may be applied to any Open Game Contentdistributed using this License.
3.Offer and Acceptance: By Using the Open Game Con-
tent You indicate Your acceptance of the terms of this Li-cense.
4. Grant and Consideration: In consideration for agreeingto use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the exactterms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, You rep-resent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by
exact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and Youmust add the title, the copyright date, and the copyrightholder's name to the COPYRIGHT NOTICE of any originalOpen Game Content you Distribute.
7. Use of Product Identity: You agree not to Use anyProduct Identity, including as an indication as to compatibility,except as expressly licensed in another, independent Agree-
ment with the owner of each element of that Product Iden-tity. You agree not to indicate compatibility or co-adaptabilitywith any Trademark or Registered Trademark in conjunctionwith a work containing Open Game Content except as expresslylicensed in another, independent Agreement with the owner ofsuch Trademark or Registered Trademark. The use of anyProduct Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. Theowner of any Product Identity used in Open Game Contentshall retain all rights, title and interest in and to that ProductIdentity.
8. Identification: If you distribute Open Game ContentYou must clearly indicate which portions of the work that youare distributing are Open Game Content.
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License. You mayuse any authorized version of this License to copy, modify anddistribute any Open Game Content originally distributed underany version of this License.
10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content You Dis-tribute.
11. Use of Contributor Credits: You may not market oradvertise the Open Game Content using the name of any Con-tributor unless You have written permission from the Con-tributor to do so.
12 Inability to Comply: If it is impossible for You to com-ply with any of the terms of this License with respect to someor all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any OpenGame Material so affected.
13 Termination: This License will terminate automaticallyif You fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. Allsublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held tobe unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
Mutants & Masterminds RPG, Copyright 2002, Green
Ronin Publishing; Author Steve Kenson,
Church and State, Copyright 2004, Bradley Robins
The following are designated as Product Identity, in ac-
cordance with section 1(e) of the Open Gaming License, Ver-
sion 1: All character names, all art and character designs.
M&M Superlink and the M&M Superlink logo are Trade-
marks of Green Ronin Publishing and are used with permission.